Search found 792 matches

by RAD-82
Fri Dec 06, 2013 12:51 am
Forum: Working Mods
Topic: [Ship] Candy Pain Tree vAE.1
Replies: 16
Views: 19765

[Ship] Candy Pain Tree vAE.1

https://steamuserimages-a.akamaihd.net/ugc/792941440034239903/C05FB3ED5225758600462B11F5A00FF5A65AAC56/668x376.resizedImage Install with Slipstream Mod Manager MediaFire Download Link AE.1 - Replaces Kestrel-A Initial Release: -No version number Update for AE.1: -Updated for AE compatibility -Remov...
by RAD-82
Wed Dec 04, 2013 9:17 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1278
Views: 569514

Re: Questions here: an inquiry thread. Updated Nov 8th, 2013

Sorry, that doesn't help. It feels like the descriptions for system upgrades might be hardcoded. I just don't see any files listing cooldown lengths for the artillery.
by RAD-82
Wed Dec 04, 2013 1:51 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1278
Views: 569514

Re: Questions here: an inquiry thread. Updated Nov 8th, 2013

My latest ship, Frankenstein, replaces the Artillery Beam with a different weapon. It has a 10/8/6/4/2 second cooldown, but the upgrade screen still says the 50/40/30/20 second cooldown + 25 second cloak for level 5.

Is there a way to change that text? I haven't been able to find anything yet.
by RAD-82
Tue Dec 03, 2013 9:57 pm
Forum: Stories & Storytelling
Topic: Thanks for the experience, YouTubers!
Replies: 16
Views: 10788

Re: Thanks for the experience, YouTubers!

Session Ten: The Nisos Right off the bat, I got pounded by an anti-ship drone and a beam weapon. I escaped that fight and ended up in another bad place with my shields down. :( Restart. I acquired quite a few laser weapons on this run. I chose to neglect my artillery and opt for a mantis boarding cr...
by RAD-82
Tue Dec 03, 2013 4:51 pm
Forum: Working Mods
Topic: [Ship] Frankenstein vAE.1.3
Replies: 12
Views: 31117

Re: [Ship] Frankenstein (A living, Engi boarding ship)

I think a version with 2 small engines instead 1 big 1 little would look much better. Maybe you could make a quick edit and keep both posted :D Plus it would help with the shield being too big. Everything else looks fantastic. Why would I want it to look better? It is supposed to be monstrous. Plus...
by RAD-82
Tue Dec 03, 2013 4:19 am
Forum: Working Mods
Topic: [Ship] Frankenstein vAE.1.3
Replies: 12
Views: 31117

[Ship] Frankenstein vAE.1.3

*Hanger from AE.1 https://steamuserimages-a.akamaihd.net/ugc/795191337377267112/85F218BD62E5595B575DE8ED433FE71A79E077CE/668x376.resizedImage Install with Slipstream Mod Manager Requires the Universal Starting Beacon MediaFire Download Link AE.1.3 - Replaces all Engi ships - Hull Image This ship has...
by RAD-82
Tue Dec 03, 2013 2:57 am
Forum: Stories & Storytelling
Topic: Thanks for the experience, YouTubers!
Replies: 16
Views: 10788

Re: Thanks for the experience, YouTubers!

Session Nine: Creating a living ship :twisted: Unfortunately, due to the current patch, 1.03.3, teleporters are limited to four crew. I know they used to be able to handle more crew. Since this cuts into the OP potential of a large boarding crew, I've decided to not make the shieldless, cloakless va...
by RAD-82
Sat Nov 30, 2013 11:48 pm
Forum: Stories & Storytelling
Topic: Thanks for the experience, YouTubers!
Replies: 16
Views: 10788

Re: Thanks for the experience, YouTubers!

Session Eight: The Vortex My very first jump landed my near a sun, against an AI ship that had the exact same weapons as me. When it fired the Heavy Ion, I dropped my shields, and it hit my weapons. :( Later, I bought another Heavy Laser at a store, thus neglecting my shields, but now I didn't need ...
by RAD-82
Sat Nov 30, 2013 7:02 pm
Forum: Mod Development
Topic: Custom Crew Mod Request
Replies: 5
Views: 4250

Re: Custom Crew Mod Request

<event> <crewMember amount="-1"/> <!-- brief time w/o crew... hopefully the player won't lose when this happens --> <crewMember amount="1" class="human"/> </event> It seems you can't use the same tag twice in a single event. The last one seems to overwrite the previous...
by RAD-82
Thu Nov 28, 2013 9:27 pm
Forum: Working Mods
Topic: [Ship] Dead-Tail vAE.1
Replies: 7
Views: 19303

Re: [Ship] Dead-Tail

Updated first post with hanger image! No change to the download. My very first build with this ship had no systems except the engines, weapons, medbay, and piloting. When that run ended in sector 3, I added cloaking, increased piloting to level 2, and replaced the medbots with a second reloader. Whe...